I agree that there are quite a few things that currently are not in the game that could improve this ship.If we were to stick with the thargoid theme - which I think is reasonable - here's my two credits: the issue isn't turrets or hardpoint placement, or even general design.
It's that what the T10 would be excellent at doesn't really exist well within the game: a flak turret powerhouse for multi-crew. A T10 supporting a squadron for Thargoid hunting - not solo hunting - ought to be able to wreak absolute hell on thargon swarms, caustic missiles, and as it already does - scouts. In other words, it ought to be the premiere area denial ship. In a role like this, the T10 description and design make great sense and even fits the ethos of Alliance-oriented craft (which the T10 was specifically commissioned by): not an 'anchor ship' like a corvette, but a solid support vessel for localized militia...typical of how the alliance supports its member systems.
So...knowing that multi-crew is in the state it is (not bad, not good either, especially for gunner role...which this particularly pertains to...) how then do you reform the T10 for solo usage in this environment? Designing new turret modules and AI for assigning turrets (a la eve online, as opposed to existing fire at will setting) with filters or manual targeting might be a good start. Developing new utility modules specific to AX operations - such as AX defense turrets (I forget their name...blanking, sorry), AX chaff for thargon swarms or caustic missiles, or large-scale Xeno scanner pulses that reveal data/hearts for all allies in radius that require large amounts of capacitor and power to use/equip.
In other words, modules that allow not just the T10 to excel as a support ship, but also serve as choices in medium and smaller ships clearly designed for support roles as well...such as the FDS and Crusader, or even the diminutive Adder and Cobra. I'm a sucker for support roles and I really wish the game provided more options for this that didn't require multi-crew to be viable.
Like I said, my two credits.
Like customizable hardpoint placement. New big ships could come with as default or allow you to place one especific type of hardpoint in more then one place. (to some extent no increased number of hardpoints)
That way ships like type 10 defender that has space could swap the hardpoint as needed when the need arise. (if you go for thargoid maybe the bellow class 3 makes sense to you but if you are going for pvp or pve that may not)
That would increase the weapon choice as well because will make a lot of weapons viable.
A size 7 hanger could allow you to deploy two fighter stead of one or one improved fighter.
A size 8 could allow you to deploy one improved fighter (a smaller version of sidewinder/eagle/and some others) and one regular one.
That way peolple could consider go multicrew as a fighter pilot because they would be flying something at least half decent. And since we are daydreaming those improved fighters could come with a gauss cannons if it was enabled and brought at a location that a techbroker is. That way the big ship in itself will allow multicrew to function like it should.
Fixed plasma acelerator turrets. (so that the gunner don't fall asleep in the job) and many other things.
But like Sylow said earlier those are indeed big in game changes so the odds of some of what i said happening are very slim. (and there are issues about in game balance to work with aswell)